Marvel vs. Capcom 2 Walkthrough :

This walkthrough for Marvel vs. Capcom 2 [Playstation 2] has been posted at 14 Aug 2010 by benleo123 and is called "Jill Character FAQ". If walkthrough is usable don't forgot thumbs up benleo123 and share this with your freinds. And most important we have 59 other walkthroughs for Marvel vs. Capcom 2, read them all!

Walkthrough - Jill Character FAQ

Page 1

MARVEL VS CAPCOM 2: NEW AGE OF HEROES
[Sega Dreamcast Import]
JILL VALENTINE GUIDE
Version: 2.6
Written by: Aya Brea
i_love_aya@hotmail.com
http://www6.50megs.com/vanceayahan
This FAQ was written based on the Japanese Sega Dreamcast version of
the game. Certain aspects may differ from the arcade or home versions
that are scheduled to release later this year. The latest version of
the FAQ can be found at:
http://www.gamefaqs.com/
http://www.vgstrategies.about.com/
CONTENTS
========
- Revision
- Credits
- Legend
- Jill in a nutshell
- Why use Jill
- Valentine Normals
- Valentine Special Moves
- Valentine Hyper Combos
- Valentine Assists
- Valentine Combos
- Simple combos
- Advanced combos
- Aerial Raves
- Useless combos
- CRAAAAAAAAAAZY team combos!
- Valentine Strategy
- The unpredictable slide!
- Versus Strategies
- Valentine Partners
- Jill vs Abyss
- Epilogue
REVISION
========
04/Jun/2000 – V1.0
- FAQ was first created
07/Jun/2000 – V2.0
- Um, completed all moves and combo sections. Also partner
sections. Still incomplete here and there.
09/Jun/2000 – V2.1
- Filled in the Jil vs Abyss section
- Altered the discription of almost all of Jill's moves
- All hits and damage for combos and moves added
- Added more combos
- More partners
- Added some decent combos with Tyrant ;)
- Edited the format and corrections
27/Jun/2000 – V2.2
- Added more to the CODE: T-002 super. It's actually VERY useful
and versatile!
- Added more compatible partners, and more combos. :)
- Filled in Jill's strategies
09/Jul/2000 – V2.3
- Added another pretty cool OTG juggle combo
- More strategies
- Character vs strategies, although they're not very good.
19/Jul/2000 – V2.4
- Added more combos
- The Epilogue section, just for fun. ;)
23/Jul/2000 – V2.5
- The CRAAAAAAAAAAZY combos section. :)
- Added Hayato to partners section
- Added Zangief and Storm strats
- Some French corrections
- More strategy and a brand new confuser section.
10/Dec/2000 – V2.6
- Added a CRAAAAAAAAAAAAAAAAAAZY combo :)
- Altered the "Charlie's Angels" CRAAAAAAAAAAZY combo
- A note about Baretta Counter
- Another AWESOME reason why you should use Dr. Doom!
- Added a few more character specific strategies, especially
Magneto, Dr. Doom etc...
CREDITS
=======
- Capcom for making this fab-n-addictive game
- Glen for getting me the Japanese Dreamcast
- Charles Leung for sending me a copy of MvC2
- CjayC for his hacked MvC2 save file
- Kao Megura for his complete MvC2 movelist and
a lot of comments and combos. :)
- Michael Charlton for the ultimate
Tyrant combo with Dr. Doom!
- Genji for tips on getting the Tyrant super to
work, and a MAJOR thanks for telling me that it's OTG-able! Wow, that
just opens up a HUGE amount of combo oppotunities.
- Rashid Reddy for the tips on Rocket
Launcher, combos and the idea of the Epilogue section. BTW, excellent
Storm FAQ!
- Final Fantasy Fanatic for
helping me with some French translations in Jill's ending. ;)
- LuisX for notes about Baretta Counter
- Nico Valencia for the awesome tip about
Dr. Doom and the CRAAAAAAAAAAAAAAAZY combo
LEGEND
======
Directional buttons/arcade stick
U Up
UB | UF Up-Back Up-Forward
\|/
B ---N--- F Back Neutral Forward
/|\
DB | DF Down-Back Down-Forward
D Down
- C, Crouch, is done by holding D, DF or DB
- J, Jump, is done by any of the U, UB or UF motions
- SJ, Superjump, is done by the [D, U] motion
- Block is done by holding B. A regular Block must be done to avoid
Overhead attacks
- C.Block, Crouch Block, is done by holding DB
- Air Block is done by holding B in the air
- Advanced Block (ie, Push Block) is done by PP while Blocking in
any of the above methods. If successful, either you or the opponent
will be pushed away, preventing certain following up attacks.
- A ground dash (both backwards and forwards) is done by tapping
the direction hastily twice in a row.
Button configuration
Dreamcast Arcade
_____
_ __/ \__ _ _
_|L|___| |___|R|__ (_) (LP) (HP) (A1)
| VMU | |
| |_________| (Y) | (LK) (HK) (A2)
--+-- (X) (B)
| (A)
Ok, excuse me for the terrible ASCII arts. The default controls for
the DC buttons are:
X=Light Punch (jab) Y=Heavy Punch (fierce) L=Assist 1
A=Light Kick (short) B=Heavy Kick (roundhouse) R=Assist 2
To perform Medium Punch or Kick (aka Strong and Forward), tap LP or
LK respectively a second time after the initial attack. This can ONLY
be done during a combo, or when your initial attack made contact with
the opponent, be it Blocked or not. (So tapping the LP button
repeatedly when you're across the screen from the opponent will never
produce an MP.)
You may also cross up the Punch and Kick buttons. Chain combos follow
the "zigzag" rule (ie, LP -> LK -> MP -> MK -> HP -> HK) so tapping a
weak attack button after another attack will execute the next
corresponding command along the chain. For example, tapping the LP
button twice and LK button once will produce a LP -> MP -> MK chain.
- Tech Hits are performed by tapping B or F + HP or HK when thrown.
Can be used in air.
- Recovery Rolls are performed by [B, DB, D] + P or K just when
you're about to hit the ground.
- Taunts are perform by holding LK and tap Start on the Dreamcast,
or start alone in the arcade.
Other abbreviations
P / K - Punch / Kick
PP / KK - 2 Punches / 2 Kicks
QCF - Quarter Circle Forward, execute [D, DF, F] motion
QCB - Quarter Circle Backward, execute [D, DB, B] motion
HCF - Half Circle Forward, execute [B, DB, D, DF, F] motion
HCB - Half Circle Backward, execute [F, DF, D, DB, B] motion
DP - Dragon Punch motion, execute [F, D, DF] motion
(air) - Indicates that the move can be done in air
OTG - Off The Ground. Indicates the move combo'd into will hit
the opponent when they're lying on the ground. Certain
"juggles" also fits into this category.
Character Switch
To switch character, press LP+LK for partner 1 or HP+HK for partner
2. The current character will taunt (they're invincible during this
time) and leave, while the your partner jumps in with an attack.
Opponent will be launched into the air if the tag-in attack connects,
and following up combos are possible.
Aerial Rave
When you hit an opponent with a Launcher (for Jill, it's D+HP or
DF+HP) and tap U. You'll automatically Superjump to pursue the
opponent in the air with a quick combo.
Variable Assist
Assists are basically modified versions of the Team Attack feature
used in Marvel Super Heroes vs Street Fighters. By pressing one of
the Assist buttons (A1 or A2), your respective partner will jump into
the screen and execute an Assist command corresponding to their
Assist Types (Alpha, Beta or Gamma) chosen at the Character Select
screen.
Variable Counter
When blocking an enemy's attack, perform the motion [B, DB, D] + A1
or A2. The screen will freeze for a moment as the corresponding
partner jumps in with a counter attack (predetermined by Assist Type)
as your current partner retreats. Each Variable Counter costs one
level of Hyper Combo Energy.
Delayed Hyper Combo
New feature in MvC2 that resembles the EX series' Super Cancelling.
Before the current Hyper Combo ends (whether it hits or is blocked),
execute a Hyper Combo motion for the second character on your team.
Time will pause for a few seconds as your second partner jumps in and
swap places with the current character, and attempts to continue the
combo with a Hyper Combo of their own. (Note however, the new super
is NOT guaranteed to connect. Beware of bad Hyper Combo
combinations!) You can continue this for up to 3 characters, and you
must have enough Hyper Combo Energy (ie, Super Gauges) left to
execute the desired follow up Hyper Combos. This cannot be used when
only one character in your team is alive.
Variable Combination
Press A1+A2 will result in a team super attack, where up to all 3
characters of your team jumping onto screen and execute a Hyper Combo
each (as predetermined by their Assist Type). Each Hyper Combo will
consume a level of your Hyper Combo Energy. (So if you only have 1
level, only your current character will execute his or her Hyper
Combo.) Note that a Variable Combination will not cause an active
character change like Delay Hyper Combo. Again, bad Hyper Combo
combinations can be nightmares when used in Variable Combination. If
the character's Hyper Combos are incompatible, stick to Delayed Hyper
Combos instead, where you'll have more control.
Snapback
Another cool new addition to the game is, by sacrificing a level of
Hyper Combo Energy to knock the your opponent back into the "reserve"
team. A successful Snapback attack will force the character that's
been hit unusable (even through Assists, Variable Combination and
Delayed Hyper Combo) for a few seconds. A Snapback can be blocked,
but it can be combo'd into. Note Snapbacking an assist character will
have little effect and performing it when your opponent has only 1
character alive will simply waste the Hyper Combo Energy as the
damage done is pretty insignificant. A Snapback is done by QCF+A1 or
A2, the assist button used determines which member will jump in to
replace your opponent.
JILL IN A NUTSHELL
==================
Jill Valentine's debut appearance was in Capcom's classic Resident
Evil a few years ago. She is an intelligent member of S.T.A.R.S.
(Alpha Team) who was the machine expert of the team. The S.T.A.R.S.
members were sent to the Arklay Mountains in the outskirts of Racoon
Forest to investigate a case of missing persons and strange sightings
of dog-like beasts. During the investigation, the team was attacked
by monsters where they have no choice but to retreat to a nearby
mansion. However, the nightmare continues as the team encounters even
more bizarre creatures inside, such as rotten humanoid zombies, flesh
eating dogs, ape-like creatures with scythe-like claws and crows that
aims for your eyes. Jill was able to escape with only a few other
S.T.A.R.S. members. Jill's title in MvC2 is "the one who Returned
Alive from the Nightmare".
Jill also starred in Resident Evil 3: Nemesis (aka Biohazard 3: Last
Escape).
MvC2 is Jill's first appearance in a fighting game, and Capcom has
done quite a decent job fine-tuning her skills. Yes so she does have
some wacky special moves, but it's no worse than everybody else's.
(*cough cough* Sonson, Amingo *cough cough*)
SPECIAL MOVES (these are not necessarily the official names.)
Elbow Tackle (air) QCF+P (hold HP to charge)
Grenade Launcher DP+P (hold P for longer launch)
Baretta Counter HCB+P (tap P for more hits)
Zombie Call QCB+K (2 varieties)
Summon Dog QCF+LK
Summon Crow QCF+HK
HYPER COMBOS
Hyper Elbow Tackle (air) QCF+PP
Rocket Launcher QCF+KK
CODE: T-002 QCB+KK
WHY USE JILL?
=============
Seriously, Jill is an excellent character, though you wouldn't expect
her to be. Here are some major advantages of using Jill:
1) She's VERY fast and has combos that rivals Spiderman and Strider
2) She has great keep away games with a variety of helpers
3) She's one of the slimmer characters (thanks to Jenny Craig) so
combos are not as effective on her
4) Jill does a LOT of damage in very little time (because she's so
fast) and plus, she doesn't take damage as badly as the sissies
like Strider.
5) Great annoyance factor
6) Great priority on some moves. :)
7) She has a healing assist
8) C'mon, she's the star of the RE series.
As here are some disadvantages:
1) Lack of any decent anti-airs
2) She's vulnerable for a very short period of time during her helper
summons, so your opponent can punish you if you abuse it.
3) Jill doesn't have any sorta command moves or unusual ones like
overheads. All her normals are pretty straight forward, but
there's nothing more to it. (Look at Rogue's crouching strong, now
THAT's a good normal!)
4) Jill's normals have crappy air-to-air priority.
Valentine Normals
=================
The damage for each move was recorded from the Training Mode, so
they're 100% accurate. Remember Capcom's Damage Reduction though. The
more hits you do, the lesser damage each hit will do (although no
hits will ever do less than 1 point of damage). I think 150 points is
100% health. This was tested on Cable, who takes regular damage.
Also, these damage are used only on human opponents, CPU controlled
characters takes about 30% less damage.
Standing LP – Damage: 4
A quick jab forward. Has pretty decent range so use it for poking and
to start combos, although her LK is better.
Crouching LP – Damage: 4
The crouching version of standing LP with identical range. I use this
a lot to start ground combos.
Jumping LP – Damage: 4
A slightly downward angled punch with a LOT of range (for an LP)! Use
it as jump-ins.
Standing MP – Damage: 7
An outstretched punch with the other hand, even more range. Use with
LP for poking.
Crunching MP – Damage: 7
A bent punch to the chest area. Has only about as much range as the
LP. Use as a combo filler.
Jumping MP – Damage: 7
Looks like jumping LP but her fist is more horizontal. Use for air
combos and 2-hit jump-ins.
Standing HP – Damage: 13
A forceful punch straight forward. Has deceptive range (ie, reaches
very far) and is faster than some other character's. Good poke.
Crouching HP – Damage: 13
You'll be using this a lot as this is Jill's launcher. The horizontal
range isn't that bad, and can be combo'd into from a 2-hit ground
chain most of the time. Although this is a pretty crappy anti-air (at
least it never did anything for me.) Like all of Jill's moves, this
has good speed.
Note Jill's DF+HP does 14 points of damage, and it looks and works
exactly the same way. Weird!
Jumping HP – Damage: 13
A very awkward move where Jill aligns her body at a 45 degrees angle
and slams her arm downwards. Has a slight lag at the start, so it
makes a mediocre jump-in. Good for Aerial rave finisher.
Standing LK – Damage: 4
Jill lifts her leg up sideways quickly. Has good speed and more range
than the LP. Great poke.
Crouching LK – Damage: 4
Has identical range and speed of the LP, but hits low. Good for
starting combos and OTGs well. :)
Jumping LK – Damage: 4
Jill extends out one of her legs. Great range and can cross up. (Is
it just me or are cross-ups harder to do in the VS series?) Although
it seems like you cannot do a double hitting jump-in with a cross-up.
Good for air-to-air combat too.
Standing MK – Damage: 7
Almost identical to the LK except she uses the other leg. Combo
filler or use as poke.
Crouching MK – Damage: 7
Jill leans on the ground with one hand and extends one of her legs
out, with the other one slightly behind it. (Think Rose's crouching
Roundhouse without the lags.) Has great reach. The only thing bad
about it is that you have to go through the LK to get to this. :(
Good combo filler.
Standing HK – Damage: 13
A powerful roundhouse to the chest area. There's a bit of lag, but
this has great range. A very useful attack, and use occasionally as a
poke.
Crouching HK – Damage: 13
One of Jill's best normals. Her crouching roundhouse is a slide
that's not only fast, but also goes 1/3 of the way across the screen!
Use occasionally as a surprise attack. Great knockdown attack. Try to
ALWAYS cancel this into an Elbow Tackle because it has next to no
recovery and OTGs for good damage (and chips nicely when blocked).
Jumping HK – Damage: 13
Jill spins around and sends out her leg. (Looks like Cammy's jumping
roundhouse.) Has lag but good range. Stick to her LK instead.
Throw (air) – F or B+HP - Damage: 16
Jill grabs the opponent, pulls out a knife and slashes them away.
(BBHood and Marrow has a similar throw.) Ummm, it's just a throw I
guess. Decent damage, but I dunno if you can OTG this like other
character's throws.
Snapback – QCF+A1 or A2 – Damage: 10
The animation is Jill's standing HK. It's quick and has a LOT of
range (unlike some other characters, like Cammy's) and combos well. A
lot of people just ignores Snapback but I think they're really
useful.
* Try Snapbacking a foe to bring out their partner with a lot of
recoverable life. They'll all disappear, yay! If used correctly, this
can be more damaging (in the long term) than a Hyper Combo.
* Snapbacking a foe that's really getting on your nerves and bring
out an easier opponent. I use this on annoying BBHood and Wolverines.
The good thing about this is that since the time limit of this game
is pretty short, you'll most likely have to save your health to win.
If you can get rid of an opponent that's kicking your ass, you won't
loose as much health. (If they try to switch back, block and combo
them afterwards. :)
* If your opponent withdraws a seriously injured character, bring him
or her back, and kill them. This works well in unison with the first.
Taunt – LK + Start (DC) OR Start only (arcade)
Jill pulls out her radio and says "Yes!" Can't hit, decent recovery.
Not a very impressive taunt though, but that's all Jill has.
Valentine Special Moves
=======================
Elbow Tackle (air) – QCF+P (Hold HP to charge)
2 Hits, Damage: 18
Jill quickly charges across the screen with her elbow and shoulders
on fire. The LP version has faster execution time and travels about
half the screen. The HP version sends her 3/4 of the way across the
screen. This can also be used in the air, which is good for Aerial
Raves. :)
Notice that when you execute the HP version, a crosshair will appear
on Jill's body and glows as long as you hold HP. This charges up the
tackle for more range and damage, but also gives it more recovery
time. Each second charged will add about another hit onto this
attack, but each successive hit will do lower damage. Also, the
reason for a longer lag at the start up of the HP version is that
Jill will ALWAYS execute a standing HP before dashing. (If you decide
to charge it up, only the standing HP will come out.) However, if
you're in the air, nothing would come out if you want to chage up the
Elbow Tackle.
Kao Megura had some advice for charging up the Elbow Tackle without
having the annoying HP coming out.
"You can perform Jill's qcf + HP attack without that annoying HP
coming out. To just do it out of the blue, hold HP, input qcf, then
release HP. If you want to charge it up, you can just do qcf + hold
HP during another move that it can't cancel into, like her standing
HK, crouching HK, or even her throw (throw them with qcf + HP when
close, then hold HP.)"
Jill will not loose the charge as long as you hold down the HP
button, even if she gets hit. She'll execute the charged Elbow Tackle
as soon as you release the button. The charge will also wear off if
you execute the LP version. Otherwise, you can use the other buttons
as much as you wish. One other disadvantage of charging it up is
that, Jill will loose the charge if you ever perform ANY Hyper Combos
while charging. To utilise a charged up Elbow Tackle, make sure the
opponent is against the corner when you decide to release it. This is
because Jill charges faster than the distance the opponent reels when
they get hit, and thus she usually travels through the opponent after
about 18 hits. A charged version has very fast execution time and
does GREAT block damage! Use it for chipping, in combos or OTG.
Because of the lag, use the LP version for combos, and the HP version
if you wanna charge it up. IMO, charging it up is not really worth it
because you'll loose the ability to combo the Elbow Tackle and looses
her launcher.
The Elbow Tackle OTGs grounded opponent very well. Try to use this
after a sliding crouching roundhouse for 2 extra hits and decent
quick damage. Also, you can use this to juggle an opponent who has
been launched into the air after a successful tag-in attack, but the
timing is a bit awkward. The uses for this move are endless, use your
imagination. :)
Grenade Launcher – DP+P (Hold P for longer launch)
2 Hits, Damage: 18
Um... what can I say? Jill's most useful weapon in Resident Evil is
simply one of her least useful moves. The LP version launches the
grenade low but reaches far. The HP version is the opposite, higher
but with a short horizontal range.
The grenade usually explodes in midair, but you can hold the Punch
button to delay it. It can travel all the way back to the ground if
you want it to, and can be used as a slow and unreliable projectile.
The LP version can reach across the screen though. Note however, Jill
is COMPLETELY vulnerable during the launch, and delaying it will only
result in a higher risk since the projectile is so slow.
Can be used as a mediocre anti-air, although it does have one
advantage. Since it's a missile and not a body attack (ie,
Shoryuken), Jill has a lower risk of getting beaten out by a high
priority attack in the air. :) Although I wished the DP motions were
a bit easier to do on the DC. :(
So use this as an occasional anti-air, just be cautious that it's
slow. Be careful about cross-ups though, or jumps at close range, as
the grenade will miss as the opponent lands behind you. Uh oh, not a
pretty scene. You can also annoy the hell outta your opponent by
summoning lotsa dogs and crows, use a projectile assist use the
Grenade Launcher if he tried to jump over the mass on the ground,
pushing him back (hopefully onto one of Jill's helpers down below.)
Baretta Counter – HCB+P
3 Hits, Damage: 14 (Tap for up to 10 Hits, Damage: 14!!!)
I have just realised how USELESS this move really is! When you
execute this, Jill will stand there and glows for about 2 seconds or
so. If she is attacked during this time, he'll attempt to push the
opponent away with her palms. And if THAT connects, she'll pull out
her Baretta and fire 2 shots. (The initial "push" counts as a hit but
it does no damage. Go figure.) You can also tap on the Punch button
rapidly and Jill'll fire up to 10 shots. Afterwards you'll get a cool
new animation where she refills her gun. :) Neat taunt.
(BTW, Jill does NOT use her Magnum in this move because her Magnum is
a Revolver 6-shooter. This gun is obviously a self-loading automatic
and has a higher stock capacity.)
The good thing about this move is that it can counter a variety of
attacks, be it standing, crouching or jumping. It obviously doesn't
counter projectiles or beam attacks. Now the bad point about this
move is that the initial "push" that triggers the counter gunshots
has VERY little range! Thus, it'll fail against some long range
attacks, anti-air-type attacks and it's not very reliable against
jump-ins. It also does not last very long, so you'll have to
anticipate an enemy's move. (A whiffed counter will make you pay
darely.) Finally, the damage done is hopelessly low! I mean, at 10
hits, you'll do no more damage! (It works so that every shot hits for
1 point of damage except for the last shot, which is the most
powerful. However, no thanks to Damage Reduction, with each added
hit, the last shot's damage drops. So a 5 or 7 shot counter will
actually do more damage than a full 10-shot counter! Is that
ridiculous or WHAT?!)
Kao sent in this table showing all the possible hits and damages of
this move, it's VERY weird!
Hits: 3 4 5 6 7 8 9 10
Damage: 14 16 17 18 19 20 21 14
So if you want the most damage out of this, try 9 hits. Else tap for
10 hits just for the taunt or don't do a thing. So with damage like
that, I'd advice you not to bother with this move.
Except maybe on one occasion. That is? A blocked slide. If you're
fighting a human opponent and he blocks your slide (crouching
roundhouse). Instead of cancel it into an Elbow Tackle, mix it up
with an occasional Baretta Counter. They'll most likely try to
counter or sweep you, but you'll nail them with this. :) Tap on the
buttons to get 10 shots because of the nice animation at the end.
(Hey, free taunt!) Watch out for supers though.
NOTE! LuisX informed me that he has countered Jin's
Blodia Punch super with this move! I personally don't see how, but I
guess it means that this move has a lot of priority!
Zombie Call – QCB+K
LK: 1 Hit, Damage: 2
HK: 1 Hit, Damage: 15
I bet this move is going to be Jill's trademark in this game. This
move summons a slow walkin' zombie from Jill's end of the screen. It
takes a second before the zombie walks onto the screen, and it
travels extremely slowly across the screen. (You'll be lucky if it
hits at all.)
The LK version will call up a regular RE-type zombie. If it makes
contact with the enemy (it's unblockable), it'll munch on the enemy
for 1 point of damage but holds them in place for a while so Jill can
dash in and combo them with an Aerial Rave or Hyper Combo or anything
you can think of. :) What's even cooler about the zombie is that you
can hit your zombie with an attack, but instead of dying, the zombie
will fall to the ground and stay there for a while. (Although it'll
disappear if left there too long.) If the enemy walks over to it,
it'll grab the opponent's leg and munch on them like in RE. :) So as
you can see, this move can drive your opponent nuts if used well.
The bad side about this zombie is that it can be gotten rid of
easily. Any normal attacks can dispatch the zombie, coupled with the
slow walking speed, it's very hard to get it to hit. You can also
call birds or dogs to knock the zombie down. As for assist helpers,
they _can_ be used in unison with the zombie, although it can be
difficult. Assists does NOT automatically disable the zombie.
However, if the assist partner somehow hits the zombie, they'll kill
it instead of crippling it. (So most projectile, rush or beam assists
cannot be used well with the zombie.) Some however, like Ruby Heart's
Alpha assist, can work pretty well.
The HK version will call up a flaming zombie (like the ones in RE2 or
3) that's pretty similar to the regular zombie in shape and speed.
However, instead of munching and holding the opponent in place, it'll
explode on contact but will do more damage than the regular breed.
Although you can't really play and games like the regular zombie.
The flaming zombie does have some advantages over the regular zombies
though, in that it's a lot harder to get rid of. Summoning crows and
dogs will not harm the zombie in anyway, neither will assist
partners. (So if you wanna play keep away, use this zombie.) Also, if
the opponent tries to hit the zombie with a normal attack, chances
are, since the zombie explodes upon contact, they'll trade hits.
(Hehe. :) You can have some real evil Jill players if you master the
Zombie Call move.
Most players can see this comin' a mile away, so don't expect them to
hit very often. They're useful however, as confusion techniques and
pressuring the opponent, disturbing their concentration and they'll
likely to make more mistakes. :) A good strategy is to call a zombie,
jump or superjump over them. Attack them to make them block. Push
them with an Elbow Dash and try to get them into the open and
awaiting arms of the zombie. Hehehe, dinner is served. :)
Summon Dog – QCF+LK
1 Hit, Damage: 14
This move summons a Cerberus (zombie-dog) that runs onto screen from
behind Jill and dashes across the screen. Jill will jump over the dog
right and evading it. Cool. :) However, Jill is "stunned" in a
"freak-out" animation until she jumps over the dog and is
uncontrollable during that time. That makes this move pretty
dangerous to use up close, as it leaves her defenseless for a longer
period of time. It's safer when she's at the corner of the screen
though, as she'll jump immediately as the dog comes on screen.
The dog is basically Jill's projectile. It's pretty fast and can be
used as a shield that you can hide behind. You can only have one dog
on screen at one time (ie, like all fireballs in the game.) The
recovery time isn't great, so you won't win a fireball war with this.
The dog can be hit and get killed though.
Good to use for keep-aways, crippling your zombie at long range and
chipping damage. Don't rely on this too much though, because it
leaves Jill open when she jumps over the dog, but use it occasionally
when the enemy least expected to confuse them. (Like to make them too
busy trying to block/evade the dog.)
One cool thing about this move that Kao mentioned is that Jill's jump
can be used to evade sweeping attacks. Especially at the end of the
screen where Jill jumps immediately. If you can master these anti-
sweep moves (like Rose's standing forward in Alpha 3) then make good
use of this. Otherwise, this use is pretty useless when we can't read
minds.
Summon Crow – QCF+HK
1 Hit, Damage: 14
This move summons a crow from RE that swoops down from the air above
Jill and then flies upward in an arc. Like the Summon Dog move, Jill
is also affected by the "stun" at the activation of this move. Jill
will duck under the bird as it flies over her, then she'll be able to
move again. Still a bad move to use up close.
Another one of Jill's projectiles, although the path that it travels
is pretty awkward, but that's not necessarily a bad thing. The crow
can hit most standing characters on the ground (although the shorter
ones like BBHood, Roll etc obviously won't be hit). Most characters
don't expect the crow to be able to hit them and dashes in, and thus
gets hit. :)
The crow is also a great anti-air in a way, because a lot of players
won't expect it. The path that the crow swoops covers a lot of air,
especially on bigger characters, hitting them, or pushing them away.
Another good keep away move, especially against air-opponents.
The crow can be hit and knocked down as easily as the dog. Beware of
air projectile throwers if you want to use it as an anti-air.
VALENTINE HYPER COMBOS
======================
Hyper Elbow Tackle (air) – QCF+PP
10 Hits, Damage: 45
Jill dashes forward with her whole body surrounded by fire shouting
"You're finished!" This Hyper Combo isn't as powerful as her other
ones but has a HIGH comboability. You can tag this after a normal,
the regular Elbow Tackle, OTG or as an Aerial Rave finisher.
This super isn't very fast, so punishing a whiffed super won't
connect unless he's standing right next to you. The best way to use
this is to combo it, and believe me, it's a piece of cake. The
priority of this super is very good too, and usually beats out anyone
who tries to counter you with a super of their own. Another good
point about this Hyper Combo is that since it pins the enemy so close
to Jill, you'll be able to cancel this into another Delayed Hyper
Combo really easily. :) Plus, the air version of the super has a
similar property, and any vertical supers will cancel well from it
for massive damage, especially when you've used the Hyper Elbow
Tackle as an Aerial Rave finisher.
Oh yeah, one really fun thing about this super is that, even if the
opponent uses Variable Counter (when blocked), the priority of this
move will cancel almost anything they try to throw at you, and will
keep hitting them. :)
Rocket Launcher – QCF+KK
16 Hits, Damage: 47 (Up close, 13 Hits, Damage: 36)
Jill pulls out a rocker launcher and shoots a semi-stream of missiles
at the opponent, and then falls over from. :) Jill's rockets are
fired at head-height, although some missiles travel at a slightly
lower altitude. (Works similar to War Machine's Proton Cannon, but
with not as many missiles travelling across the screen.) Some
missiles will miss certain shorter characters, and the REALLY short
ones will not be affected on the ground at all.
If the enemy is relatively close to Jill when you activate this super
and isn't blocking, they'll get launched into the air as Jill pulls
out her rocker launcher and the following up missiles will hit
automatically, juggling the opponent in the air. However, some of the
lower missiles will miss, doing only 11 hits instead of the full 16,
and a heap less damage. Fortunately, the close version of this Hyper
Combo CAN, and I repeat, CAN be worked into a combo, since the
initial pulling out of the rocket launcher is fast. Although since
the comboable version does so little damage, you might as well stick
to Hyper Elbow Tackle instead.
Ummm, not much to say, it's more powerful than Jill's Hyper Elbow
Tackle (when done far away and all missiles hit), but I think this
super is fairly average compared to the other character's beam supers
(Shinkuu Hadoken, Proton Cannon, Soul Eraser etc.) It's way too slow
to try to counter anything at long range. Fair chipping damage, but
can be a very bad influence in Variable Combinations. Since it
juggles the enemy in midair across the screen from Jill, a lot of the
ground-based moves will miss (like Tron's Lunch Rush, which does
MAJOR damage!) It's fairly compatible with certain Hyper Combos
though, such as Ruby Heart's ship ram super or Sabretooth's Hyper
Armed Birdie.
CODE: T-002 – QCB+KK
13 Hits, Damage: 56
Jill shouts "What's that?" as the ground cracks open by a beam of
light before her. If the enemy gets caught amidst of the beam AND
isn't blocking, the Tyrant (from RE1) appears and slashes the enemy 3
times with his claws. (And Jill'll fall over and take cover. :) Now
you can execute the Rocket Launcher motion (although only QCB+K is
required) right after the Tyrant finishes slaughtering the opponent.
What happens is that Jill will execute Rocket Launcher, blows up the
Tyrant and damages the enemy who gets caught in the blaze for 1 more
hit, 7 point of damage. Cool baby.
Even though CODE: T-002 is Jill's most powerful Hyper Combo, it NEVER
hits EVEN on a computer opponent!!! Probably the most useless Hyper
Combo in the whole game.... unless you know how to use it.
There's a bit of start-up delay. The enemy has to not be blocked when
the ground cracks and they MUST stand RIGHT at the CENTER of the beam
for this to hit. (If they're just touching the edge of the beam, they
won't be harmed.) The beam is about 2 Jill-width wide, and appears
right in front of her. So get used to the range of this Hyper Combo
if you even wanna bother with it.
I have worked up a couple of ways of comboing this super but it just
plain SUCKS! It can OTG (!!) but for only ONE HIT! (And it does only
ONE point of damage!) Use it like you would with Dan's super taunt.
:)
Genji has given me some tips on getting this super to connect. For
example, do it when you seen the opponent whiff a move with long lag
(dash in if necessary) such as a missed command throw or uppercut.
Another way to get the Tyrant super to connect without much fuss is
when the opponent has been disabled in some way, such as being chewed
on by a regular zombie. (Assists like Spiderman's Web Throw or
Magneto's Hyper Grav also works well.) Believe me, there are MAJOR
rewards for connecting the CODE: T-002 super!
First of all, it's Jill's most powerful super. But what you REALLY
wanna get this to connect is that you CAN OTG after it!!!!!!! (Thanks
a zillion to Genji for telling me that.) The opponent will ALWAYS
land somewhere in the middle of the screen, so all you've gotta do is
to dash in -> C.LK -> Launcher -> Aerial Rave -> (Air) Hyper E.Tackle
-> Delayed Hyper Combos for HUGE damage, and looks REALLY impressive.
Wanna impress the crowd? Try some of my combos later in the guide if
you wanna show off. Last but not least, getting hit by this "useless"
super plus being combo'd from it like grandma's cookies can really
give your opponent an ego crush. Show 'em not to mess with a member
of S.T.A.R.S. :)
VALENTINE ASSISTS
=================
Jill's call-in assist, Variable Counter and the Hyper Combo done in
Variable Combination depends on her Assist Type.
| Alpha | Beta | Gamma
---------------------------------------------------------------------
V. Assist | Herb & Spice | Elbow Tackle | Grenade Launcher
| | |
V. Counter | Summon Crow | Elbow Tackle | Grenade Launcher
| | |
V. Combination | Rocket Launcher | Hyper E.Tackle | Rocket Launcher
Alpha – Restoration Assist
Jill's Alpha Assist is the most useful IMO. She will show up with a
pot of herb in her hand, like in RE. She'll randomly give you either
a Green Herb (restores a small amount of health) or a Red&Green Herb,
which restores almost twice as much life. :) Although she can only
restore the recoverable portion of one's health bar. (What's even
cooler about this assist is when you receive her herbs, a ECM metre
like the one in RE pops up and turns green. :) Call her in when you
knock down your opponent. She performs Rocket Launcher during
Variable Combination, which isn't too shabby.
Beta – Charge Assist
Jill rushes across the screen from behind you, hitting the enemy
twice. Good Assist, and good chipping damage, but Alpha is better.
Hyper Elbow Tackle is a good move too. Again, not a bad choice.
Gamma – Projectile Assist (should really be Anti-air!)
Jill comes onto the screen and fires a round of HP grenade, although
it don't travel all the way down and explodes in mid-air. (Meaning no
mind games or surprise attacks.) Crap assist! An ok anti-air, but a
bit too slow. Avoid avoid!
VALENTINE COMBOS
================
I must admit, I have horrible reflexes and I can't do combos very
well. (That's why I don't use Strider or Wolverine). However, the
good news is that, Jill's combos are so easy to do it's almost
embarrassing. I have spent a lot of time to come up with these combos
(and not just in Practice Mode) so I hope you guys appreciate it. If
you have any other impressive combos, feel free to send them in. :)
Aya's Tip: These are short-cut tips on how to work the combos better
if you're having trouble. They're also there if you're too lazy to
tap all the buttons (against the CPU anyway, since they do almost as
much damage.)
Simple Combos
These are the most basic quick combos, everyone can do them. (As a
matter of fact, my grandma taught me these...... j/k.)
1) Jump-in, J.LK, J.MK, C.LK, C.MK, C.HK
5 Hits, Damage: 32
A VERY easy 5-hit knockdown combo that everyone can do, and does very
good damage.
2) LK, MK, HK, LP Elbow Tackle
5 Hits, Damage: 39
You've gotta cancel into the Elbow Tackle quickly, else it won't
combo. Also, you can use any combination of punches or kicks for the
first 2 hit. (Although Standing LK and MK has the most range.)
Aya's Tip: Um, I usually cut out the HP or HK, and use C.LP, C.MP, LP
Elbow Tackle instead. You only have to press one button.
3) C.HK, LP Elbow Tackle (OTG)
3 Hits, Damage: 31 (!!)
A short, tag-on combo. You should OTG the Elbow Tackle whenever you
use Jill's slide for more damage. Beware of it once your opponent
learns to roll away though, but otherwise this is very safe.
4) LK, MK, HK, Snapback
4 Hits, Damage: 23
Snapbacks are more useful when combo'd. Poke them with LK and if it
connects, snap them back. Snap crackle and pop! (Oh BTW, you can
cancel a Snapback from a HK even though it uses the same animation.)
Advanced Combos
These starts to get a bit more complicated. You need to practice the
timing on some of these too, but they do MAJOR damage! You can tag
jump-ins on these too.
1) Jump-in, J.LP, J.MP, LP, MP, HP, LP Elbow Tackle, Hyper E.Tackle
12 Hits, Damage: 58
One long chain here. Most of Jill's normals are interchangeable too,
so you may use kicks instead of punches. You've gotta cancel both
Elbow Tackles really quickly else it'll either not combo or won't
come out at all. Works in corners only though.
Aya's Tip: Like above, you can cut out the HP and do the Elbow Tackle
from a crouching MP.
2) C.LK, C.MK, C.HK, Hyper E.Tackle (OTG)
12 Hits, Damage: 49
Good damage, just hope they don't roll. Tag another super (or 2) at
the end for more havoc. This one HURTS!
3) C.LK, C.MK, C.HK, LP Elbow Tackle (OTG), Hyper E.Tackle (juggle)
9 Hits, Damage: 51
Basically a variation of the above, but a lot harder to do. THE combo
for Jill. Also safer than the above, as if they roll, you won't waste
a level. You must cancel the super IMMEDIATELY as the regular tackle
hits, or it won't come out. The Hyper E.Tackle will only juggle for 3
hits, but ironically, it's more powerful than the above combo where
the super hits more times. Go figure. Tag more Hyper Combos for more
fun. :)
4) LK, MK, Rocket launcher
15 Hits, damage: 41
You must be pretty close to the enemy to launch them else it'll whiff
and the enemy will be able to block the Hyper Combo.
5) CODE: T-002, (dash in), C.LK (OGT), C.HP (launcher), Aerial Rave!
=> Thanks to Genji
20+ Hits, damage: a LOT!
This looks way cool but it's hard as hell to pull off. The opponent
will ALWAYS fall at the center of the screen, so you've gotta dash
immediately once you recover from the super, else you won't catch
them with the C.LK. You can tag any of my Aerial Rave combos below to
finish this off. If you really wanna get fancy, have 2 or 3 levels of
Hyper Energy and tag an air Hyper Elbow Tackle as the Aerial Rave
ender. But wait there's more! If you have a character with a vertical
super (Cammy, Ken, Sakura), do a Delayed Hyper Combo for even more
damage!
However, to balance it out, it's EXTREMELY difficult to do! It
requires tremendous amounts of traning and patience. I can only do
this like less than 5% of the time in training mode, but it's indeed
possible. (Damn Dreamcast pad! Those guys at Sega must have been on
drugs when they've designed it. "Whoa man... let's make it like a
spaceship man..." "Yeah dude..." *Roll eyes*) Plus, Jill is not
Cammy, her ground dash is of good speed but has a pitiful range. :(
Consider yourself a Jill Valentine master if you can pull this off.
6) CODE: T-002, (dash in), C.LK (OTG), Rocket Launcher
=> Thanks to Genji
Umm... Never got this one to work, but I guess it's possible. You
have to cancel fast because if you tap LK again (for a MK), the
opponent will roll away automatically so you'll whiff. I guess this
is not as powerful as the above combo, but it's still cool.
7) C.LK, C.MK, C.HK, C.LK (OTG), C.HP, Aerial Rave
This is an awesome combo! Thanks to Jill's slide that takes her
forward and recovers quickly, she can chain an OTG LK afterwards. It
takes some practice, but you have to tap LK right after Jill recovers
from the slide else it wouldn't come out. I wouldn't recommend
munching on the LK button because you would get an MK linking after
your LK as well (and that will whiff.)
This combo is best done after a jump-in and ground chain for added
hits and damage. Any Aerial Rave combos from below will link well,
but I personally recommend the Throw Combo (#4) because your supers
won't hit as hard after so many hits. Tagging a throw will boost this
combo up to the 50% damage mark!!! (And doesn't even cost a level,
not to mention that you gain levels fast.)
8) Jill switch in, (dash in), C.LK, C.HP, Aerial Rave
A fairly decent tag-in combo, kinda hard to get it to connect. You
can try other moves, basically any move (except Tyrant) will connect
after a tag-in if you can time it right.
9) (Charge Elbow Tackle), C.HK, Release charged Elbow Tackle, Rocket
Launcher or Hyper Elbow Tackle
=> Thanks to Rashid Reddy
Beware of rolls again. I am not sure if you can super-cancel into
Tyrant though. It'd be awesome if you could.
10) Baretta Counter, Rocket Launcher
=> Thanks to Rashid Reddy
Not really a combo, more like a bait. The regular counter sucks, but
try to use it to bait them into hitting you. Then pull out the Rocket
Launcher when they get close, they'll end up getting launched and
taking lotsa damage!
Aerial Raves
Of course, Aerial Raves plays a HUGE part of Jill's game. :) Oh yeah,
I'll start these combos with the launcher (D+HP or DF+HP) and you can
add-on a 2-hit jump-in and 2 ground chains (preferably C.LP, C.MP,
the others push Jill too far away) before the launcher.
1) Launcher, HP Grenade Launcher
2 Hits, Damage: 18 + launcher
Not really an Aerial Rave, but it's ok for those people who ain't
good at it. I dunno if this combos or not. The grenade seems to hit
them on their way up (when they shouldn't be able to block), but the
launcher don't register on the combo meter.
2) Launcher, SJ, LP, LK, MP, MK, Finisher
HP: 6 Hits, Damage: 43
HK: 6 Hits, Damage: 43
Elbow Tackle: 7 Hits, Damage: 46
Hyper E.Tackle: 15 Hits, damage: 64
The Aerial Rave that all other combo-daemons in the game has. A thing
to note is that her MK is kinda weird and sometimes don't hit right.
The finisher can be a HP, HK, LP Elbow Tackle or the Hyper version.
Jill's SJ HP and HK absolutely SUCKS as they have a delay, and
usually end up being executed at odd intervals that misses the enemy.
An LP Elbow Tackle works the best but you must buffer it immediately,
else it won't combo. The Hyper E.Tackle seems to be easier to combo
though.
Aya's Tip: I hate having to do hunter chains in Aerial Raves. (Hey, I
have only 5 fingers on my right hand!) I usually cut out the kicks.
3) Launcher, SJ, LP, LK, MP, MK, LP Elbow Tackle, Hyper E.Tackle
17 Hits, Damage: 69
Like above, but with a super tagged in for MAJOR damage! You have to
cancel into the super VERY quickly or else it won't come out. If you
buffer the super when the regular Elbow Tackle only hits once, then
you wouldn't need to be in a corner to get this combo to connect! (In
that case, it does 16 Hits, Damage: 67.) If you want to get more hits
to connect, you must get the opponent in a corner, and cancel the
Hyper E.Tackle after both hits of the regular Tackle, but you must
also do it very quickly. The enemy will be launched ever so slightly
higher into the air after the Elbow Tackle, and you won't get as many
hits and damage. Go figure.
4) Launcher, SJ, LP, LK, MP, MK, ( ), Air-Throw
5 Hits+throw, Damage: 33+16
I LOVE this one. You have to wait a split second after the MK for the
throw to connect, else you'll most likely to get a HP that won't even
hit! The timing is easy. Time it like if you're doing the hunter
chain, but don't actually hit the button, and you should end up with
the throw by pressing F+HP. If you want to do all 4 hits of the
hunter chain in the air you must do it very fast, or else you won't
be able to throw them.
Useless Combos
The name says it all. Use these to piss off your opponents.
1) C.HK, CODE: T-002 (OTG)
2 Hits, Damage: 14
The most useless combo in the game. You must slide from far away, so
only Jill's toe connects and cancel it to the Tyrant super for ONE
hit (and ONE POINT OF DAMAGE!) But still. Use this when you're
winning (or loosing.) Think of it like Dan's super taunt that
actually hits. You can also add a jump-in and ground chain before
this for a maximum of 6 hits, but still, it's a waste of Hyper Combo
Energy, use a regular Elbow Tackle instead.
2) Zombie Call (flaming), Summon Dog, Summon Crow
=> Thanks to Kao Megura
3 Hits, Damage: 43
You should be standing right at the end of the screen. Call the dog
when the zombie is in the middle of the screen (between the 2 super
bars) then immediately call the crow as Jill recovers. Why's this
useless? Ha, they HAVE to be brain-dead (as Kao puts it) to be hit by
this, as a person with fair eye-sight can see it coming a mile away!
If the dog hits (since it's the fastest), then all will connect.
However, if they block the dog and you managed to time all other
summons, then just sit back and watch. :) Because the zombie is
unblockable and they'll still be in their block-stun after the dog.
:) Although you can't really combo anything after that it seems
(Jill's dash is a bit too slow.)
CRAAAAAAAAAAZY Team Combos
Like its name suggests, are you CRAAAAAAAAAAZY enough to do these